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Diffstat (limited to 'advanced_opengl/8.geometry_shader/geometry_shader.c')
-rw-r--r--advanced_opengl/8.geometry_shader/geometry_shader.c611
1 files changed, 286 insertions, 325 deletions
diff --git a/advanced_opengl/8.geometry_shader/geometry_shader.c b/advanced_opengl/8.geometry_shader/geometry_shader.c
index 678708c..f242709 100644
--- a/advanced_opengl/8.geometry_shader/geometry_shader.c
+++ b/advanced_opengl/8.geometry_shader/geometry_shader.c
@@ -2,338 +2,299 @@
#include "GLFW/glfw3.h"
#include "pwyazh.h"
-
#include "pwyazh_GL.h"
#include "common.h"
-#include <unistd.h>
-
-#define WIDTH 1024
-#define HEIGHT 768
-
-static F32 dt;
-static Input input;
-
-void
-key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+void draw_cube(U32 cube_vao, U32 texture)
{
- switch (action)
- {
- case GLFW_PRESS: {
- switch (key)
- {
- case GLFW_KEY_SPACE: {
- input.jump.state = KeyState_PRESS;
- } break;
- }
- } break;
-
- case GLFW_RELEASE: {
- switch (key)
- {
- case GLFW_KEY_SPACE: {
- input.jump.state = KeyState_RELEASE;
- } break;
- }
- } break;
- }
+ glBindVertexArray(cube_vao);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindVertexArray(0);
}
-void
-draw_cube(U32 cube_vao, U32 texture)
+int main(void)
{
- glBindVertexArray(cube_vao);
- glBindTexture(GL_TEXTURE_2D, texture);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindVertexArray(0);
-}
+ GLFWwindow *window;
+ State state;
+ S32 width, height;
+ Input input;
-int
-main(void)
-{
- GLFWwindow *window;
-
- if (glfwInit() == GLFW_FALSE)
- {
- fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
- return(1);
- }
-
- glfwWindowHint(GLFW_RESIZABLE, 0);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- window = glfwCreateWindow(WIDTH, HEIGHT, "depth testing", 0, 0);
- if (!window)
- {
- fprintf(stderr, "[ERROR] Failed to create window.\n");
- glfwTerminate();
- return(1);
- }
-
- glfwMakeContextCurrent(window);
-
- glfwSetKeyCallback(window, key_callback);
-
- if (glewInit() != GLEW_OK)
- {
- fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
- glfwTerminate();
- return(1);
- }
-
- glEnable(GL_DEPTH_TEST);
-
- U32 shader = create_shader_program_geom("shaders/base.vs",
- "shaders/base.fs",
- "shaders/base.gs");
- U32 explosion_shader = create_shader_program_geom("shaders/explosion.vs",
- "shaders/explosion.fs",
- "shaders/explosion.gs");
- U32 normals_shader = create_shader_program_geom("shaders/normals.vs",
- "shaders/normals.fs",
- "shaders/normals.gs");
- U32 basic_shader = create_shader_program("shaders/basic.vs", "shaders/basic.fs");
-
- U32 grid_texture = load_texture("../../data/textures/grid.png");
-
- F32 points[] = {
- -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 1.0f, 1.0f, 0.0f
- };
-
- GLuint points_vao, vbo;
- glGenVertexArrays(1, &points_vao);
- glBindVertexArray(points_vao);
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32)));
- glBindVertexArray(0);
-
- F32 a = 0.5f;
- /* NOTE(pryazha): Counter-clockwise order */
- F32 cube_vertices[] = {
- /* NOTE(pryazha): Back face */
- a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- -a, a, -a, 1.0f, 1.0f, /* top-right */
- a, a, -a, 0.0f, 1.0f, /* top-left */
- a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- -a, -a, -a, 1.0f, 0.0f, /* bottom-right */
- -a, a, -a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Front face */
- -a, -a, a, 0.0f, 0.0f, /* bottom-left */
- a, a, a, 1.0f, 1.0f, /* top-right */
- -a, a, a, 0.0f, 1.0f, /* top-left */
- -a, -a, a, 0.0f, 0.0f, /* bottom-left */
- a, -a, a, 1.0f, 0.0f, /* bottom-right */
- a, a, a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Left face */
- -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- -a, a, a, 1.0f, 1.0f, /* top-right */
- -a, a, -a, 0.0f, 1.0f, /* top-left */
- -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- -a, -a, a, 1.0f, 0.0f, /* bottom-right */
- -a, a, a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Right face */
- a, -a, a, 0.0f, 0.0f, /* bottom-left */
- a, a, -a, 1.0f, 1.0f, /* top-right */
- a, a, a, 0.0f, 1.0f, /* top-left */
- a, -a, a, 0.0f, 0.0f, /* bottom-left */
- a, -a, -a, 1.0f, 0.0f, /* bottom-right */
- a, a, -a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Top face */
- -a, a, a, 0.0f, 0.0f, /* bottom-left */
- a, a, -a, 1.0f, 1.0f, /* top-right */
- -a, a, -a, 0.0f, 1.0f, /* top-left */
- -a, a, a, 0.0f, 0.0f, /* bottom-left */
- a, a, a, 1.0f, 0.0f, /* bottom-right */
- a, a, -a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Bottom face */
- -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- a, -a, a, 1.0f, 1.0f, /* top-right */
- -a, -a, a, 0.0f, 1.0f, /* top-left */
- -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- a, -a, -a, 1.0f, 0.0f, /* bottom-right */
- a, -a, a, 1.0f, 1.0f, /* top-right */
- };
-
- U32 cube_vao;
- glGenVertexArrays(1, &cube_vao);
- glBindVertexArray(cube_vao);
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
- glBindVertexArray(0);
-
- F32 vertices[] = {
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
- };
-
- U32 normals_cube_vao;
- glGenVertexArrays(1, &normals_cube_vao);
- glBindVertexArray(normals_cube_vao);
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32)));
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32)));
- glBindVertexArray(0);
-
- F32 target_fps = 60.0f;
- F32 target_spf = 1.0f/target_fps;
-
- F32 last_time = glfwGetTime();
- F32 time = last_time;
-
- S32 scene = 0;
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
-
- /* NOTE(pryazha): Update */
- if (key_first_press(input.jump))
- {
- scene++;
- scene %= 3;
- }
-
- input_update_last_state(&input);
-
- /* NOTE(pryazha): Render */
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (scene == 0)
- {
- glUseProgram(shader);
- glBindVertexArray(points_vao);
- glDrawArrays(GL_POINTS, 0, 4);
- glBindVertexArray(0);
- }
- else if (scene == 1)
- {
- F32 radius = 2.0f;
- F32 x = f32_sin(0.5*time)*radius;
- F32 z = f32_cos(0.5*time)*radius;
- MAT4 projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
- MAT4 view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- MAT4 model = mat4_identity();
- glUseProgram(explosion_shader);
- shader_set_mat4fv(explosion_shader, "projection", projection);
- shader_set_mat4fv(explosion_shader, "view", view);
- shader_set_mat4fv(explosion_shader, "model", model);
- shader_set_1f(explosion_shader, "time", time);
- glBindVertexArray(cube_vao);
- glBindTexture(GL_TEXTURE_2D, grid_texture);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindVertexArray(0);
- }
- else
- {
- MAT4 projection, view, model;
- F32 radius, x, z;
-
- radius = 2.0f;
- x = f32_sin(0.5*time)*radius;
- z = f32_cos(0.5*time)*radius;
-
- projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
- view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- model = mat4_identity();
-
- glUseProgram(basic_shader);
- shader_set_mat4fv(basic_shader, "projection", projection);
- shader_set_mat4fv(basic_shader, "view", view);
- shader_set_mat4fv(basic_shader, "model", model);
- draw_cube(normals_cube_vao, grid_texture);
-
- glUseProgram(normals_shader);
- shader_set_mat4fv(normals_shader, "projection", projection);
- shader_set_mat4fv(normals_shader, "view", view);
- shader_set_mat4fv(normals_shader, "model", model);
- draw_cube(normals_cube_vao, grid_texture);
- }
-
- glfwSwapBuffers(window);
-
- F32 elapsed = glfwGetTime()-last_time;
- if (elapsed < target_spf)
- {
- U32 sleep_time = (U32)(target_spf-elapsed);
- if (sleep_time > 0)
- sleep(sleep_time);
- }
- F32 current_time = glfwGetTime();
- dt = current_time-last_time;
- time += dt;
- last_time = current_time;
- }
-
- glDeleteBuffers(1, &vbo);
- glDeleteVertexArrays(1, &points_vao);
-
- glfwTerminate();
- return(0);
+ if (glfwInit() == GLFW_FALSE) {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(1);
+ }
+
+ width = 1024;
+ height = 768;
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ window = glfwCreateWindow(width, height, "depth testing", 0, 0);
+ if (!window) {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glfwMakeContextCurrent(window);
+
+ if (glewInit() != GLEW_OK) {
+ fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glEnable(GL_DEPTH_TEST);
+
+ U32 shader = create_shader_program_geom("shaders/base.vert",
+ "shaders/base.frag",
+ "shaders/base.geom");
+ U32 explosion_shader = create_shader_program_geom("shaders/explosion.vert",
+ "shaders/explosion.frag",
+ "shaders/explosion.geom");
+ U32 normals_shader = create_shader_program_geom("shaders/normals.vert",
+ "shaders/normals.frag",
+ "shaders/normals.geom");
+ U32 basic_shader = create_shader_program("shaders/basic.vert",
+ "shaders/basic.frag");
+
+ U32 grid_texture = load_texture("../../data/textures/grid.png");
+
+ F32 points[] = {
+ -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
+ 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
+ 0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
+ -0.5f, -0.5f, 1.0f, 1.0f, 0.0f
+ };
+
+ GLuint points_vao, vbo;
+ glGenVertexArrays(1, &points_vao);
+ glBindVertexArray(points_vao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32)));
+ glBindVertexArray(0);
+
+ F32 a = 0.5f;
+ /* NOTE(pryazha): Counter-clockwise order */
+ F32 cube_vertices[] = {
+ /* NOTE(pryazha): Back face */
+ a, -a, -a, 0.0f, 0.0f, /* bottom-left */
+ -a, a, -a, 1.0f, 1.0f, /* top-right */
+ a, a, -a, 0.0f, 1.0f, /* top-left */
+ a, -a, -a, 0.0f, 0.0f, /* bottom-left */
+ -a, -a, -a, 1.0f, 0.0f, /* bottom-right */
+ -a, a, -a, 1.0f, 1.0f, /* top-right */
+
+ /* NOTE(pryazha): Front face */
+ -a, -a, a, 0.0f, 0.0f, /* bottom-left */
+ a, a, a, 1.0f, 1.0f, /* top-right */
+ -a, a, a, 0.0f, 1.0f, /* top-left */
+ -a, -a, a, 0.0f, 0.0f, /* bottom-left */
+ a, -a, a, 1.0f, 0.0f, /* bottom-right */
+ a, a, a, 1.0f, 1.0f, /* top-right */
+
+ /* NOTE(pryazha): Left face */
+ -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
+ -a, a, a, 1.0f, 1.0f, /* top-right */
+ -a, a, -a, 0.0f, 1.0f, /* top-left */
+ -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
+ -a, -a, a, 1.0f, 0.0f, /* bottom-right */
+ -a, a, a, 1.0f, 1.0f, /* top-right */
+
+ /* NOTE(pryazha): Right face */
+ a, -a, a, 0.0f, 0.0f, /* bottom-left */
+ a, a, -a, 1.0f, 1.0f, /* top-right */
+ a, a, a, 0.0f, 1.0f, /* top-left */
+ a, -a, a, 0.0f, 0.0f, /* bottom-left */
+ a, -a, -a, 1.0f, 0.0f, /* bottom-right */
+ a, a, -a, 1.0f, 1.0f, /* top-right */
+
+ /* NOTE(pryazha): Top face */
+ -a, a, a, 0.0f, 0.0f, /* bottom-left */
+ a, a, -a, 1.0f, 1.0f, /* top-right */
+ -a, a, -a, 0.0f, 1.0f, /* top-left */
+ -a, a, a, 0.0f, 0.0f, /* bottom-left */
+ a, a, a, 1.0f, 0.0f, /* bottom-right */
+ a, a, -a, 1.0f, 1.0f, /* top-right */
+
+ /* NOTE(pryazha): Bottom face */
+ -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
+ a, -a, a, 1.0f, 1.0f, /* top-right */
+ -a, -a, a, 0.0f, 1.0f, /* top-left */
+ -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
+ a, -a, -a, 1.0f, 0.0f, /* bottom-right */
+ a, -a, a, 1.0f, 1.0f, /* top-right */
+ };
+
+ U32 cube_vao;
+ glGenVertexArrays(1, &cube_vao);
+ glBindVertexArray(cube_vao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
+ glBindVertexArray(0);
+
+ F32 vertices[] = {
+ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+ 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+
+ -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+
+ -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+
+ 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+
+ -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+
+ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
+ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ U32 normals_cube_vao;
+ glGenVertexArrays(1, &normals_cube_vao);
+ glBindVertexArray(normals_cube_vao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32)));
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32)));
+ glBindVertexArray(0);
+
+ state.camera = (Camera) {
+ v3f(2.0f, 1.0f, 2.0f),
+ 90.0f, 0.1f, 100.0f,
+ 0.0f, 0.0f
+ };
+
+ F32 target_fps = 60.0f;
+ F32 target_spf = 1.0f/target_fps;
+ F32 last_time = glfwGetTime();
+ F32 time = last_time;
+
+ S32 scene = 0;
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ process_glfw_keyboard(window, &input);
+ glfwGetFramebufferSize(window, &width, &height);
+
+ /* NOTE(pryazha): Update */
+ V3F target = v3f_zero();
+
+ if (key_first_press(input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ if (key_first_press(input.jump)) {
+ scene++;
+ scene %= 3;
+ }
+
+ input_update_last_state(&input);
+
+ /* NOTE(pryazha): Render */
+ MAT4 view, proj, model;
+
+ view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f));
+ proj = perspective(state.camera.fovx, (F32)width/(F32)height,
+ state.camera.near, state.camera.far);
+
+ model = mat4_identity();
+
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (scene == 0) {
+ glUseProgram(shader);
+ glBindVertexArray(points_vao);
+ glDrawArrays(GL_POINTS, 0, 4);
+ glBindVertexArray(0);
+ } else if (scene == 1) {
+ glUseProgram(explosion_shader);
+ shader_set_mat4fv(explosion_shader, "proj", proj);
+ shader_set_mat4fv(explosion_shader, "view", view);
+ shader_set_mat4fv(explosion_shader, "model", model);
+ shader_set_1f(explosion_shader, "time", time);
+ glBindVertexArray(cube_vao);
+ glBindTexture(GL_TEXTURE_2D, grid_texture);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ glBindVertexArray(0);
+ } else {
+ glUseProgram(basic_shader);
+ shader_set_mat4fv(basic_shader, "proj", proj);
+ shader_set_mat4fv(basic_shader, "view", view);
+ shader_set_mat4fv(basic_shader, "model", model);
+ draw_cube(normals_cube_vao, grid_texture);
+
+ glUseProgram(normals_shader);
+ shader_set_mat4fv(normals_shader, "proj", proj);
+ shader_set_mat4fv(normals_shader, "view", view);
+ shader_set_mat4fv(normals_shader, "model", model);
+ draw_cube(normals_cube_vao, grid_texture);
+ }
+
+ glfwSwapBuffers(window);
+
+ F32 elapsed = glfwGetTime()-last_time;
+ if (elapsed < target_spf) {
+ U32 sleep_time = (U32)(target_spf-elapsed);
+ if (sleep_time > 0)
+ sleep(sleep_time);
+ }
+ F32 current_time = glfwGetTime();
+ state.dt = current_time-last_time;
+ time += state.dt;
+ last_time = current_time;
+ }
+
+ glDeleteBuffers(1, &vbo);
+ glDeleteVertexArrays(1, &points_vao);
+
+ glfwTerminate();
+ return(0);
}